Cyclone Boots (3.5e Equipment)
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Cyclone Boots
These boots are intricately designed of an unknown metal that resembles Steel given a slight Bronze coloration. Each boot has a small spike on the pointed toe as part of their design and appear to be made of layered bands of metal, from the toe up to the knee. Despite their solid looking appearance, when worn they flex and move with surprising ease, not impeding the wearer's movement in the slightest. Towards the Knee they bear wing-like protrusions in a narrow outwards flare. When activated the boots will get a subtle crimson glow, small runes lighting up along the plates of metal they're constructed of. Every step the wearer takes while the boots are active will leave a small plume of crimson energy that dissipates within half a second, though this appears to be nothing more than an aesthetic effect.
When wearing the Cyclone boots the wearer experiences only one difference, difficult terrain will no longer effect you. Once the boots have been attuned to you (Requiring 1 full day of continuous wear, the wearer may take them off for up to 24 hours without undoing this attunement) the wearer knows by thought how to activate them. At-will the wearer may activate the boots to grant themselves doubled movement speed for a single turn, this movement can cross water or other liquids (if damage would be incurred for contact with them such as with Lava or Acid the wearer will not take damage unless the hazard would damage them by proximity in addition to contact) so long as the movement begins and ends on solid ground. At the end of this movement if an attack is made, it is made as though the wearer had performed a charge, though the movement isn't considered a charge and imposes no AC penalty for performing. In addition to the Pseudo-Charge properties, any enemy successfully struck by an attack at the end of this movement is subject to a Free-Action Bull Rush (Which includes the boost gained from the pseudo-charge) that the wearer of these boots need not move with, nor are they subject to an Attack of Opportunity.
In addition to all previously mentioned effects, the wearer learns a command word after being attuned to the boots for seven days, when spoken, this command word allows the wearer to travel at extreme speeds, gaining doubled movement speed, allowing you to move approximately 7 miles per hour if not running (Estimated ground speed of 60ft/round while the effect is active), or 27 Miles per hour if running, for up to 1d4 hours. This movement doesn't allow you to move anywhere that would require the ability to move in any way other than walking, running, or jumping, though it allows you to run across water, traversing rivers, lakes, possibly even oceans if you can move fast enough to traverse the distance, if not the ability will end immediately upon attempting to cross, preventing the user from stranding themselves. This ability cannot be used consecutively, requiring an equal amount of time as cooldown as time rolled for travel (Example, 1d4 for travel, the die turns up a 1, you travel for up to 1 hour, it requires 1 hour before the ability can be used again, if the effect were terminated before a full hour was up, say at half an hour or less, it would still require an Hour-long cooldown). This ability will be terminated automatically if movement isn't performed at moderate speed for more than one minute, brief bursts of running will suspend the countdown before it automatically terminates, meaning it can be enabled for up to a minute before movement begins, and the wearer may pause for up to a minute while in use. Finally this ability can be terminated at-will if the user sees any reason to.
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